I addressed that already. The difference in spamming gold is going to be determined, in the end run, by the overall skill of the player. That 2% is an average, but it is an average that will be a sliding scale for each player based on their overall skill to begin with. In other words, a crap 44% player spamming gold is NOT going to suddenly rise to 46%.
They will see a bit more damage and a bit more wins, but you can't spam gold if all you ever do is get one or two shots off before dying.
So a crap player isn't going to get the same benefit as a true unicum player. Yeah, that unicum can go from 55% to 57% and that's nice, but it also indicates that said player might also have skill plateaued. However the 49% player will more likely see something on the order of a .75% to 1.25%. And while IN THIS GAME, that's a noteworthy change over large numbers, statistically it is considered 'insignificant,' in that it does not change the overall conditions of the curve by any large enough number to warrant that sort of sea change.
If you are a better player and want that bit more of an edge against another player as good or slightly better than you (and I made mention of this waaay earlier and in other threads regarding pay to win conditions) then that advantage can make the difference. A bad player isn't going to suddenly be a better player by spamming gold ammo, because they have to be good enough in the first place to make that difference significant FOR THEM.
Survive
Do Damage (here is where gold spam comes into play)
Help Your Team
Those are the three cardinal points of a successful player.
Survive (Survival Rate of better than 25%, the higher the better)
Vision and Spotting, Cover and Concealment
Do Damage (Damage Ratio close to or better than 1.0, Destruction ratio close to or better than 1.0)
Armor and Penetration, all the above, Armor Angling, Hull Down, Sidescraping, Using Gun/Tank Depression
Help Your Team (Learn Maps, Be Aware of Game Flow, Position to Win, Flex When Needed, Pro-active, not Reactive)
Map Awareness, Attention to Team Composition and Battle Flow, Situational Awareness and Map/Team Positioning, Knowing Tanks
That last one is the harder of the three to accomplish and makes the most significant difference in ANY player's ability to be successful at winning.
I would never tell someone, Don't use Gold Ammo. If you want to and can afford to, by all means, keep me FTPP by supporting the WG economy with my heartfelt THANK YOU attached to it. If you THINK it will make YOU a better player, you're kidding yourself.
It WILL improve on a sliding scale, your success/damage ratios and will be LESS if you are a poor to sub-average player and it will be MORE if you are an above average or unicum player.
In short, the benefit is one of reduced or diminishing returns the less skilled you are. You WILL get some benefit. It will be MORE the better a player you are. It's a number of shots, shot accuracy to survival rate sort of thing. If you do one or two shots of damage per game, you'll have more damage by those one or two shots. This might net you ONE more win per hundred games due to it and you'll see a bump in your damage rates.
If you normally get 10 to 15 damaging shots in per game, well, that's a bit different, ain't it?
In other words, spamming gold helps better players significantly more (in terms of the % difference between a bad player's upped damage and a good player's upped damage) than it does bad players.
For me, the game economy is also part of the game. If I manage my resources, do better than average, have plenty of Simoleans in the account, manage to earn/win gold, bonds and generate FXP that I can use to reduce my grind -- well, then, I feel I've managed effectively WHILE playing effectively. Effective play means good earnings. Good earnings means I can afford pretty much ALL the Premium Player's advantages other than Premium Time.
For me, this is good enough. I don't aspire to be the best player out there. I aspire to be the best player I can under the circumstances.
This means I carry a load out that includes gold ammo on every tank that can carry it. I use about 10% or 10 rounds, whichever seems more reasonable of my total load out.
It was after discussions JUST like this one that made me change my mind. I used to not carry it at all, thinking it was NOTHING more than a crutch. It's not. I think using it 100% turns it into that, though. It allows for more 'lazy' play, IMO, if you rely on it 100% of the time.
That's a "me" thing, though and I 100% accept that. All I can say to that is that between myself and many other FTPPs who are decently above the server average that use #2 on the odd occasion that post in these forums, it has some gravitas of truth behind it as a method of play. If we were to use 100% gold, our WRs would all pop up a bit and, were I truly competing for cash, earnings and such, yeah, I'd be meta-playing with a 100% Sprammo load, because it would be ridiculous not to if I were to actually be in that level of competition.
It's not that way, though, so I can do me in the manner I describe, do better than server average and that makes me pretty happy. If others would rather carry all that extra cost, by all means, please. It's your tank, your account and your choice.
That's my Favorite Part of this game. You get to do you and no-one else really has a say in it as long as you're not breaking any rules. Inclusive of your sense of what you think of as 'wise' or 'fair' play in this environment. I love that about this game.
The thread here, though, was asking for points of view and opinion, so the thoughts I provide in that regard are just that, opinion. As I said before, it was a discussion very much like this one after I had been playing about a year that changed my point of view of how I originally played to how I play now. This is why I participate on the forums in the first place. You can learn a lot just by reading how other people see things, as long as they focus on the subject at hand instead of the people in the thread.
Hope that answers your question from my perspective.
GL, HF & HSYBF!
OvO